Well I think it would effect PvP quite drastically. And it likely wouldn't be difficult to implement either, considering we already have group limits in PvE. No one can really claim to know how such a change would play out, and with the implementation not being especially difficult and a lot of players in favour of trying it out, it seems like a good idea. Even if it doesn't work out, ZOS wouldn't have invested much and the players would see they are trying to improve the PvP experience for everyone.
Ghost-Shot wrote: »Wouldn't do anything, it would be a better idea to just add mechanics and incentives to split up zergs.
NO - go play league of legends and leave my open world eso pvp alone.
I think we would just be wasting time adding another dead campaign with weird rules to the list. Less than three months until battlegrounds which will make a lot of the small group PvP players happier.
Soul_Demon wrote: »I would love to see this happen...one server for groups that cannot go any more than 4. No points at all for keeps, resources, scrolls or anything but player kills. The only problem with this is I think regardless of what players say, without players in larger groups pushing the map, there isn't anything to hit and no predictable way to find the enemy....everyone in 4 mans in stealth sitting in open fields waiting. Would be interesting to see how farming groups played on that server too....
I think we would just be wasting time adding another dead campaign with weird rules to the list. Less than three months until battlegrounds which will make a lot of the small group PvP players happier.
So you're saying there are dead campaigns that could be easily replace with something more interesting and worth a test??
I can't fathom how people are against giving more options in PVP.
Are you scared all the small groups you zerg down would leave for said campaign and your normal campaign would be reduced to Zerg vs Zerg??
Soul_Demon wrote: »I would love to see this happen...one server for groups that cannot go any more than 4. No points at all for keeps, resources, scrolls or anything but player kills. The only problem with this is I think regardless of what players say, without players in larger groups pushing the map, there isn't anything to hit and no predictable way to find the enemy....everyone in 4 mans in stealth sitting in open fields waiting. Would be interesting to see how farming groups played on that server too....
IcyDeadPeople wrote: »Unless there were a magic way to ban all voice comms, it's pointless. Otherwise, sure, I'd even support a pure solo campaign with no groups at all.
Ultimately, we don't even have enough PVP population anymore to keep Trueflame filled up, let alone adding a fifth campaign with limited appeal on top of the already low pop Haderus and Azura's Star.
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KILLING4ALIVING wrote: »No point, people would still faction stack whether in a group or not.
I'm saying it changes nothing, as ZOS themselves have said on ESO Live and its a waste of time.
I think we would just be wasting time adding another dead campaign with weird rules to the list. Less than three months until battlegrounds which will make a lot of the small group PvP players happier.
So you're saying there are dead campaigns that could be easily replace with something more interesting and worth a test??
I can't fathom how people are against giving more options in PVP.
Are you scared all the small groups you zerg down would leave for said campaign and your normal campaign would be reduced to Zerg vs Zerg??
IcyDeadPeople wrote: »Unless there were a magic way to ban all voice comms, it's pointless. Otherwise, sure, I'd even support a pure solo campaign with no groups at all.
Ultimately, we don't even have enough PVP population anymore to keep Trueflame filled up, let alone adding a fifth campaign with limited appeal on top of the already low pop Haderus and Azura's Star.
.
I voted no, and I agree with your comms comment.Those were my thoughts too. But I'm not sure where your getting TF is not filling up? NA TF has a queue just about every U.S. prime time night, and is pop locked. Queue might be longer for one faction vs. another. But they all have one. Unless your talking about Xbox or PS4?
Pointless. People will zerg it up no matter what the actual group size is. I've seen it over and over again in many different games. As long as having 2 people is better than having one, and as long as having 50 is better than having 20, people are going to zerg.
The only way to stop the zerg is to reduce the amount of players on the server. Battlegrounds are the way to solve this.
Pointless. People will zerg it up no matter what the actual group size is. I've seen it over and over again in many different games. As long as having 2 people is better than having one, and as long as having 50 is better than having 20, people are going to zerg.
The only way to stop the zerg is to reduce the amount of players on the server. Battlegrounds are the way to solve this.
That's because there is no negative in running as a large blob. If running in a blob meant you have extra people to dedicate towards roles and your skills together do more dmg, it makes sense that you also take extra AOE dmg (electricity to bounce around targets, spells that will rip players apart the closer they are to each other, powerful seige, explosions that will rip across bodies).
For flipside discussion, smaller PvP has strength and weakness. You can move more independently, your bars are setup for more balanced play, and rapids/barrer can be done easier in a 6 man group due to the caps. But against a larger force, you can't face tank them. You don't have players in strict roles, and your strategy has to be fluid as well as your mobility.
Only problem is, as a smaller crew you can't do full AOE dmg on the entire group. This creates a situation in which it is impossible to fight against any numbers stacked against you, where the only thing you can do is try to pull them off to numbers you can hit reliably.
Or as a smaller group, snares/immobilize effects should not be as effective on you as it should on a larger group. To promote the mobility strength in running by yourself or with a group of 6.
NightbladeMechanics wrote: »KILLING4ALIVING wrote: »No point, people would still faction stack whether in a group or not.
This. Also, the point of small scaling is to fight larger numbers. We want to fight larger groups than ourselves.
I don't see what this would change.
4x6 is still 24.
The only difference is skill effects (group only), AP sharing, overhead icons.
Zergs will remain as players will still just group up and follow one another.
I don't see what this would change.
4x6 is still 24.
The only difference is skill effects (group only), AP sharing, overhead icons.
Zergs will remain as players will still just group up and follow one another.
Well I think you overestimate voice comms and underestimate overhead icons. When in doubt people always look for the crown. I'm not saying voice comms are useless, I believe the exact opposite, but I do think that they would require sufficiently more coordination without the big group UI to change the game.
I don't see what this would change.
4x6 is still 24.
The only difference is skill effects (group only), AP sharing, overhead icons.
Zergs will remain as players will still just group up and follow one another.
Well I think you overestimate voice comms and underestimate overhead icons. When in doubt people always look for the crown. I'm not saying voice comms are useless, I believe the exact opposite, but I do think that they would require sufficiently more coordination without the big group UI to change the game.
Even if that's the case, you would possibly lose trains but not zergs. Players will follow players whether grouped or not.
I don't see what this would change.
4x6 is still 24.
The only difference is skill effects (group only), AP sharing, overhead icons.
Zergs will remain as players will still just group up and follow one another.
Well I think you overestimate voice comms and underestimate overhead icons. When in doubt people always look for the crown. I'm not saying voice comms are useless, I believe the exact opposite, but I do think that they would require sufficiently more coordination without the big group UI to change the game.
Even if that's the case, you would possibly lose trains but not zergs. Players will follow players whether grouped or not.
Of course. But without a train among the zerg, one can fight against that zerg with any groupsize (including another random zerg) without the whole fight being decided by either bombing the train or getting rolled over by it.